docs: update resources API docs
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docs/api/resources/material-loader/methods/load.md
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docs/api/resources/material-loader/methods/load.md
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# MaterialLoader::Load
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## 方法签名
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```cpp
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LoadResult Load(const Containers::String& path, const ImportSettings* settings = nullptr) override;
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```
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## 详细描述
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加载指定路径的材质资源文件。加载过程包括:
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1. 读取文件数据
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2. 创建 `Material` 对象并设置基本信息(路径、名称、GUID)
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3. 解析 JSON 格式内容,提取 shader 路径
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4. 加载引用的 Shader 资源
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5. 设置材质的有效性标志和内存占用
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当前实现仅支持解析 JSON 中的 `"shader"` 字段并加载对应的 Shader 资源。
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## 参数
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| 参数 | 类型 | 默认值 | 描述 |
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|------|------|--------|------|
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| path | `const Containers::String&` | - | 材质文件路径 |
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| settings | `const ImportSettings*` | `nullptr` | 导入设置(当前未使用) |
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## 返回值
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`LoadResult` - 加载结果对象,包含成功加载的 `Material` 指针或错误信息
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## 示例
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```cpp
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#include "Resources/MaterialLoader.h"
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using namespace XCEngine::Resources;
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MaterialLoader loader;
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LoadResult result = loader.Load("assets/materials/pbr.metallic");
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if (result.IsSuccess()) {
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Material* material = static_cast<Material*>(result.GetResource());
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printf("Loaded material: %s, GUID: %s\n",
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material->m_name.CStr(),
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material->m_guid.ToString().CStr());
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} else {
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printf("Failed to load material: %s\n", result.GetError().CStr());
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}
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```
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### JSON 材质文件格式
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```json
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{
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"shader": "shaders/pbr.glsl",
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"properties": {
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"albedo": [1.0, 1.0, 1.0, 1.0],
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"metallic": 0.0,
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"roughness": 0.5
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}
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}
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```
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